Gaming Machine With Floating Mid-Screen Input Deck

ABSTRACT

An inventive gaming machine is disclosed that includes a floating, mid-screen input deck positioned facing an active display region. The gaming machine positions the input deck relative to the active display region such that a part of the active display region extends below the input deck. The gaming machine implements a large active display region within a relatively compact envelope. The gaming machine further provides an ergonomically superior gaming machine configuration that enables a player to view the full extent of the active display region while requiring minimal head and eye movements.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.16/046,556, filed Jul. 26, 2018, which claims the benefit of U.S.Provisional Patent Application No. 62/543,524, filed on Aug. 10, 2017,which are both hereby incorporated by reference in their entirety.

COPYRIGHT

A portion of the disclosure of this patent document contains materialwhich is subject to copyright protection. The copyright owner has noobjection to the facsimile reproduction by, anyone of the patentdisclosure, as it appears in the Patent and Trademark Office patentfiles or records, but otherwise reserves all copyright rightswhatsoever. Copyright 2017, Bally Gaming, Inc.

FIELD OF THE INVENTION

The present invention relates generally to gaming systems, apparatus,and methods of presenting games, and, more particularly, to the designand configuration of gaming system cabinets and innovativeplayer-positioning with respect to input devices and display devices.

BACKGROUND OF THE INVENTION

The gaming industry is always on the lookout for gaming apparatus thatpresents unconventional and exciting environments for players. Inparticular, gaming establishments endeavor to present striking gamemachine landscapes that capture the attention of players when viewed onthe casino floor. Some manufacturers seek attention with larger andlouder machines more lights, bigger speakers, brighter colors, etc. Thiskind of embellishment may be self-limiting, since only so much light,size, and sound can be tolerated by humans. Another, more subtle,approach is to create gaming machines that have a unique appearance thatcaptures the eye due to its distinctiveness. Further, players tend toembrace gaming machine that create an engaging and comfortable game playspace, referring to the environment inhabited by a player at aparticular gaming machine.

Game machine design, in particular design factors related to the shapeand feel of the player-space, is ripe for innovative approaches andinventive implementations related to a player's visual, tactile, andenvironmental experience within the bubble created by the gamingmachine.

SUMMARY OF THE INVENTION

According to one aspect of the present invention, a gaming machineincludes an active display region facing a player viewing position. Theactive display region has an upper boundary and a lower boundary. Thegaming machine further includes an input deck spaced apart from theactive display region and imposed between the player viewing positionand the active display region. The input deck includes an edge proximalto the active display region that intersects an imaginary horizontalplane disposed between the upper and lower boundaries of the activedisplay region. The input deck is configured to receive inputs from aplayer at the player viewing position and the active display regionsubtends an angle of at least fifteen degrees from the horizontal planeto the lower boundary when measured through a vertex at the intersectionof the edge and the imaginary horizontal plane.

According to another aspect of the invention, a gaming machine includesan active display region with an upper boundary and a lower boundary.The active display region faces a player viewing position. The gamingmachine further includes an input deck spaced apart from the activedisplay region and facing the active display region. The input deck isconfigured to receive inputs from a player at the player viewingposition and has an edge proximal to the active display region thatintersects an imaginary horizontal plane disposed between the upper andlower boundaries of the active display region. At least fifteen percentof the active display region extends below the imaginary horizontalplane.

According to still another aspect of the invention, a method ofconfiguring a gaming machine for play of a wagering game includesproviding an active display region with an upper boundary and a lowerboundary. The active display region indicates a range of player viewingpositions facing the active display region. The method further includesproviding an input deck spaced apart from the active display region andbetween the active display region and the range of player viewingpositions. The input deck is configured to receive inputs from a playerwithin the range of player viewing positions and the input deck has anedge proximal to the active display region that intersects an imaginaryhorizontal plane disposed between the upper and lower boundaries of theactive display region. At least fifteen percent of the active displayregion extends below the imaginary horizontal line. The method furtherincludes presenting visual content on the active display region andreceiving inputs associated with the visual content at the input deckfrom a player within the range of player viewing positions.

Additional aspects of the invention will be apparent to those ofordinary skill in the art in view of the detailed description of variousembodiments, which is made with reference to the drawings, a briefdescription of which is provided below.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a perspective view of a prior art gaming machine,

FIG. 2 is a perspective view of a gaming machine according to anembodiment of the present invention.

FIG. 3 is side view of a seated-position gaming machine according to anembodiment of the present invention,

FIG. 4 is side view of another gaming machine according to an embodimentof the present invention.

FIG. 5 is a detail view of an exemplary input deck according to anembodiment of the present invention.

FIG. 6 is a perspective view of a gaming machine according to anotherembodiment of the present invention.

FIG. 7 is a perspective view of a gaming machine according to stillanother embodiment of the invention.

While the invention is susceptible to various modifications andalternative forms, specific embodiments have been shown by way ofexample in the drawings and will be described in detail herein. Itshould be understood, however, that the invention is not intended to belimited to the particular forms disclosed. Rather, the invention is tocover all modifications, equivalents, and alternatives falling withinthe spirit and scope of the invention as defined by the appended claims.

DETAILED DESCRIPTION

While this invention is susceptible of embodiment in many differentforms, there is shown in the drawings and will herein be described indetail preferred embodiments of the invention with the understandingthat the present disclosure is to be considered as an exemplification ofthe principles of the invention and is not intended to limit the broadaspect of the invention to the embodiments illustrated. For purposes ofthe present detailed description, the singular includes the plural andvice versa (unless specifically disclaimed); the words “and” and “or”shall be both conjunctive and disjunctive; the word “all” means “any andall”; the word “any” means “any and all”; and the word “including” means“including without limitation.”

For purposes of the present detailed description, the terms “wageringgame,” “casino wagering game,” “gambling,” “slot game,” “casino game,”and the like include games in which a player places at risk a sum ofmoney or other representation of value, whether or not redeemable forcash, on an event with an uncertain outcome, including withoutlimitation those having some element of skill.

Referring to FIG. 1, there is shown a prior art gaming machine 10similar to those currently operated in gaming establishments, such ascasinos. In some aspects, the gaming machine 10 may be anelectromechanical gaming terminal configured to play mechanical slots,whereas in other aspects, the gaming machine is an electronic gamingterminal configured to play a video casino game, such as slots, keno,poker, blackjack, roulette, craps, etc. The gaming machine 10 may takeany suitable form, such as floor-standing models as shown, handheldmobile units, bartop models, workstation-type console models, etc.Further, the gaming machine 10 may be primarily dedicated for use inplaying wagering games, or may include non-dedicated devices, such asmobile phones, personal digital assistants, personal computers, etc.Exemplary types of gaming machines are disclosed in U.S. Pat. Nos.6,517,433, 8,057,303, and 8,226,459, which are incorporated herein byreference in their entireties.

The gaming machine 10 illustrated in FIG. 1 comprises a gaming cabinet12 that securely houses various input devices, output devices,input/output devices, internal electronic/electromechanical components,and wiring. The cabinet 12 includes exterior walls, interior walls andshelves for mounting the internal components and managing the wiring,and one or more front doors that are locked and require a physical orelectronic key to gain access to the interior compartment of the cabinet12 behind the locked door. The general configuration of the gamingcabinet 12 defines the typical component layout of many prior art gamingmachines. For example, the gaming cabinet 12 defines a player positionfacing the one or more display devices 18, 20. The player position isfurther defined by a player input region disposed generally, below thedisplay devices 18, 20. The input region includes various input andoutput devices (e.g., 22, 26, 28, 30, and 32, further defined later inthis paper).

The input devices, output devices, and input/output devices are disposedon, and securely coupled to, the cabinet 12, By way of example, theoutput devices include a primary display device 18, a secondary displaydevice 20, and one or more audio speakers 22. The primary display device18 or the secondary display device 20 may be a mechanical-reel displaydevice, a video display device, or a combination thereof in which atransmissive video display device is disposed in front of themechanical-reel display device to portray a video image superimposedupon the mechanical-reel display device. The display devices variouslydisplay information associated with wagering games, non-wagering games,community games, progressives, advertisements, services, premiumentertainment, text messaging, emails, alerts, announcements, broadcastinformation, subscription information, etc. appropriate to theparticular mode(s) of operation of the gaming machine 10. The gamingmachine 10 includes a touch screen(s) 24 mounted over the primary orsecondary-display devices, buttons 26 on a button panel, a bill/ticketacceptor 28, a card reader/writer 30, a ticket dispenser 32, andplayer-accessible ports (e.g., audio output jack for headphones, videoheadset jack, USB port, wireless transmitter/receiver, etc.). It shouldbe understood that numerous other peripheral devices and other elementsexist and are readily utilizable in any number of combinations to createvarious forms of a gaming machine in accord with the present concepts.

The player input devices, such as the touch screen 24, buttons 26, amouse, a joystick, a gesture-sensing device (also called a free-spacesensing input device), a voice-recognition device, and a virtual-inputdevice, accept player inputs and transform the player inputs toelectronic data signals indicative of the player inputs, whichcorrespond to an enabled feature for such inputs at a time of activation(e.g., pressing a “Max Bet” button or soft key to indicate a player'sdesire to place a maximum wager to play the wagering game). The inputs,once transformed into electronic data signals, are output to game-logiccircuitry for processing. The electronic data signals are selected froma group consisting essentially of an electrical current, an _7electrical voltage, an electrical charge, an optical signal, an opticalelement, magnetic signal, and a magnetic element.

The gaming machine 10 includes one or more value input/payment devicesand value output/payout devices. In order to deposit cash or creditsonto the gaming machine 10, the value input devices are configured todetect a physical item associated with a monetary value that establishesa credit balance on the gaming machine. The physical item may, forexample, be currency bills, coins, tickets, vouchers, coupons, cards,and/or computer-readable storage mediums. The deposited cash or creditsare used to fund wagers placed on the wagering game played via thegaming machine 10. Examples of value input devices include, but are notlimited to, a coin acceptor, the bill/ticket acceptor 28, the cardreader/writer 30, a wireless communication interface for reading cash orcredit data from a nearby mobile device, and a network interface forwithdrawing cash or credits from a remote account via an electronicfunds transfer. In response to a cashout input that initiates a payoutfrom the credit balance stored on the gaming machine, the value outputdevices are used to dispense cash or credits from the gaming machine 10.The credits may be exchanged for cash at, for example, a cashier orredemption station, Examples of value output devices include, but arenot limited to, a coin hopper for dispensing coins or tokens, a billdispenser, the card reader/writer 30, the ticket dispenser 32 forprinting tickets redeemable for cash or credits, a wirelesscommunication interface for transmitting cash or credit data to a nearbymobile device, and a network interface for depositing cash or credits toa remote account via an electronic funds transfer.

The prior art gaming machine 10, illustrated in FIG. 1, presents anumber of undesirable challenges to both the player and the gamingestablishment. For one thing, its conventional appearance fails todistinguish it from many other gaming machines found on a casino floor.With casinos having upwards of 1000 gaming machines on the floor, it isincreasingly difficult to make a gaming machine stand out from thecrowd, and many prior art gaming machines display a design configurationthat's been familiar to players for decades. While exciting and engaginggame content may hold a player at a machine once they begin playing,regardless of the appearance of the particular machine, astute gamemachine manufacturers understand that a gaming machine's visualappearance is one of the factors that draw a player to play a game inthe first place. When gaming machines all look alike to some degree,there is little reason for a player to choose one machine over another.

From the player's perspective, the conventional gaming machineconfiguration is problematic. The viewing position imposed by the gamingmachine 10 positions the primary and secondary display devices IS, 20(which make up the “active display” of the gaming machine 10) above thevarious input devices 26, 28, 30, 32. Assuming the player prefers aposture while playing with their hands in position to access the buttons26 and/or the touchscreen 24, the primary screen 18 is substantiallyopposite the player's normal line of sight. This design was adequatewhen game machine displays were limited to relatively small CRT screens.However, in order to view the full screens of both the primary andsecondary display devices 18, 20, that is, in order to see the activedisplays from top to bottom, the player may have to tilt their head backconsiderably from a relaxed, at-rest position. If a taller activedisplay were to be incorporated in the conventional gaming machine 10,the extra screen size could only extend further upward, requiring evenmore neck rotation diverging even more from a comfortable andsustainable posture.

The inventive gaming machine described herein seeks to resolve theseissues and to enhance the player's physical and emotional experiencewhile engaged in game play.

Inventive Gaining Machine

Referring to FIG. 2, there is shown a gaming machine 100 according to anembodiment of the invention. The gaming machine 100 is configured foruse in many of the same venues as the prior art gaming machine 10,however, the gaming machine 100 presents a unique, striking appearanceand ergonomic design that attracts players to the gaming machine andalso enhances the functionality of the various electronic devicesimplemented for game play.

Immediately noticeable are the relative positions of the active displayregion 132 (as provided by the display device 130) and the player inputdeck 140. In an embodiment of the gaming machine 100, the input deck 140is disposed medial to an upper boundary 136 and a lower boundary 138 ofthe active display region 132. Additionally, the input deck 140 isunmistakably separate and spaced apart from the active display region132. From a player's point of view, the input deck 140 appears to“float” in front of the active display region 132. This effect isenhanced by mounting the input deck 140 on a single, side-offsetpedestal 160 extending from the gaming machine housing 134. The floatinginput deck is visually striking in comparison to the prior art gamingmachines. Also, the floating input deck enables better utilization of atype of large display screen that is becoming more popular as the costof display devices decreases due to improved manufacturing techniquesand large volume discounts.

In the embodiment shown in FIG. 2, the display device comprises a 75inch (diagonal) curved screen with a 16:9 aspect ratio. Similar benefitsmay be realized with smaller and larger screens. Screen size in anembodiment is preferably between 65 and 85 inches, and even morepreferably between 70 and 80 inches, based on currently available (andavailable in the immediate future. As shown in FIG. 2, even utilizingthese large screen sizes, the overall height is on par with manyconventional gaming machines having much smaller screens. Similarrelative compactness may be realized with a display device having an 86inch flat screen with a 16:9 aspect ratio, or even a 98 inch flatscreen.

The embodiment shown in FIG. 2 includes a display device 130 with acurved screen with a continuous radius. It must be noted that thisdisplay device configuration may vary significantly from one embodimentto another. For example, a display device with a flat screen may beimplemented in the invention and still be faithful to the overall intentand spirit of the invention. Similarly, a display device may beirregularly curved (e.g., have an asymmetric curvature and/or a varyingradius of curvature). Alternatively, the display device may comprise aplurality of separate devices. The plurality of devices may be utilizedto produce a faceted approximation of a curved screen.

FIGS. 6 and 7 illustrate some additional embodiments of the inventivegaming machine. These embodiments and others represented in thisdisclosure are not intended to be limiting and are presented as examplesonly of the various configurations and combinations thereof that areconsidered within the scope and spirit of the invention.

FIG. 6 shows an embodiment 600 of the invention that includes aflat-screen display device 630 and a single, centrally positionedpedestal 660 supporting the input deck 640.

FIG. 7 shows an embodiment 700 of the invention that includes a faceteddisplay assembly comprising separate display device 730 a, 730 b, and730 c, or a single display device with three regions 730 a, 730 b, and730 c. In addition, embodiment 700 includes a split-pedestal 760 a, 760b, supporting the input deck 740.

Referring again to FIG. 2, the player viewing position suggested by thegaming machine 100 necessarily faces the active display region 132 sothat the player experiences the game images displayed on the displaydevice 130. The mid-screen positioning of the input deck 140 ensuresthat the active display region 132 is more evenly distributed across theoverall height of the housing 134 than are the display devices 18, 20 ofthe conventional gaming machine 10. The active display region 132 seemsto envelop the player viewing position. Structurally, this particularaspect enables the gaming machine 100 to implement a very large activedisplay region yet avoid excessive overall height that may causeassembly complications and/or infringe upon available space constraints.

The position of the input deck 140 relative to the active display region132 may further constrain the player viewing position because a playermay need to interact with various devices of the input deck wheninitiating, playing, or cashing out of a game presented on the gamingmachine 100. An optimal position for the input deck 140 allows easy andcomfortable accessibility to the input, output, and input/output devicesemployed to play a game, and provides full visibility of the activedisplay region 132.

The positioning of the input deck 140, and the configuration of thevarious devices associated with the input deck, reflect somewell-understood ergonomic concepts related to comfortable and efficienthead/hand/arm positions. Many of these concepts were developed tofacilitate the configuration of an office workspace including keyboards,monitors (display devices), and pointing devices such as a mouse orrollerball, and are intended to enable a worker to interact with suchdevices over time while minimizing fatigue, physical stress, andrepetitive motion injury. These concepts lend themselves easily to theconfiguration of the elements of a gaming machine so that a player canoperate the machine and interact with the game in comfort.

Additionally, the configuration of the gaming machine 100, including theactive display region extending both above and below the input deck,provides enhanced visibility of the whole expanse of the display regionto a player positioned at the input deck. Similar ergonomic concepts asthose employed in the design and disposition of the input deck arereflected in the dimensions and placement of the active display regionwith respect to the input deck. The dimensions and positioning areintended to ensure the player's maximum engagement with the game whileminimizing any physical strain, fatigue, or distraction.

Referring now to some of the ergonomic considerations that contribute tothe design of the gaming machine 100, it is recognized that a playerengaged in the game presented on the gaming machine may need to provideinputs and other interactions that initiate and perpetuate the gameitself. For example, a wager input (e.g., pushing a SPIN button) may berequired to initiate the game, or a monetary transaction may necessarilyprecede the actual wager input in order to establish a credit balancefrom which the wager is drawn. These inputs, and others, areaccomplished using one or more devices provided on or near the inputdeck, such as a mechanical SPIN button, a virtual touchscreen button,and a value input device such as a bill validator. Using these devicesinherently positions the player in front of the input deck, and thiswould be the case whether the gaming machine 140 is configured for astanding player or a player sitting on a chair or stool. The input deckis positioned to provide an ergonomically, satisfactory hand/armposition relative to the standing/sitting player while they play a gameon the gaming machine 100. In keeping with general ergonomic principles,the input deck 140 (and the input devices thereon) is positioned at aheight that allows the player's elbows to be bent about 90 degrees andtheir wrists to be in a generally neutral position.

Referring to the active display region, and in particular to therelative positions of the active display region and the input deck, theactive display region faces the input deck and, therefore, the playerpositioned at the input deck. To maximize the player's integration intothe environment of the gaming machine, the display region extends bothabove and below the input deck. This enables the player at the inputdeck to visually engage with the entire display region without requiringexcessive head movement to scan the display region from top to bottom.Additionally, the player feels like they are centrally located in thegame environment with the active display region spread out before themmore like they see the world and less like they are watching a TVscreen. In comparison to the conventional gaming machine 10, extendingthe active display region both above and below the input deck places alarge amount of the active display region within the player's normalrange of sight, including a reasonable amount of eye rotation andrequiring minimal head and neck movement.

Defining the Range of Player Positions

It is helpful to incorporate some ergonomic considerations into thedesign and layout of a gaming machine. For example, the relativepositions of the active display region and the input deck have a greateffect on the range of viable player viewing positions. Since these twoelements are both necessary for play of the game (i.e., the player needsto see the game images on the display device and needs to interact withthe various input and output devices on the input deck), their locationswill inherently determine the optimal player position for game-play.Additionally, the gaming machine should encourage the player to assume acomfortable, relaxed posture within the player viewing position, so thatthe player may engage with the machine for an extended period withoutexperiencing physical discomfort. The invention described hereinincludes features that are directed to attaining these goals.

Referring now to FIG. 3, a seated-player embodiment of the invention isshown in side view to illustrate some of the benefits reaped from theunique floating, mid-screen input deck configuration implemented by theinvention. The gaming machine 300 includes an active display region 332defined by the display device 330. The display device 330 is housed andsupported by a display housing 334. Spaced apart from the active displayregion 332, and disposed between an upper boundary 336 and a lowerboundary 338 of the active display region 332, an input deck 340provides various devices used for playing a game on the gaming machine300. To facilitate the “floating” visual aspect, the input deck 340 issupported by a pedestal 360.

Player 301 is seated in a chair 320 proximal to the input deck 340,within the range of player viewing positions suggested by the input deck340 and the active display region 332. In the figure, the sightlines Aand B are indicative of the extents of the active display region 332 andillustrate the visual accessibility of the large screen by a playercomfortably seated at the input deck 340. The configuration of gamingmachine 330 is not limited to a particular “average” or exemplary playera particular height, etc.) but is designed to accommodate a range ofplayers of different sizes that might reasonably be expected to employthe gaming machine 330. As shown in FIG. 3, the range between A and Blimits the amount of eye and head rotation needed to capture the entiredisplay region. This range is designed to be within the limits ofcomfort and convenience while providing maximum visual scope.

Referring now to FIG. 4, shown is a side view of another embodiment ofthe invention. The gaming machine 400 includes similar components asother embodiments discussed previously, including an active displayregion 432 defined by the display device 430. The active display regionhas an upper boundary 436 and a lower boundary 438 that demarcate thevertical extent of the active display region 432.

Also, the gaming machine 400 includes an input deck 440 supported by apedestal 460 extending from the display housing 434. Input deck 440includes an edge 442 proximal to the active display region 432. The edge442 intersects an imaginary horizontal plane 444 that also intersectsthe active display region 432 between the upper and lower boundaries.The active display region extends below the horizontal plane 444 to takefull advantage of the player viewing position as previously described.In an embodiment, the active display region 432 subtends an angle “θ” ofat least 15 degrees below the horizontal plane 444 in order to fully,capture the range of viewable area by a player in the player viewingposition. The 15 degree angle is measured through a vertex at theintersection of the edge 442 and the horizontal plane 444. The subtendedangle “θ” is preferably between 25 degrees and 50 degrees, and morepreferably between 40 degrees and 45 degrees.

The relative positions of the active display region and the input deckmay be alternatively described in terms of a percentage of the activedisplay region below the horizontal plane. In an embodiment, at leastfifteen percent (15%) of the active display region 432 extends below thehorizontal line 444. The percentage of the active display region belowthe horizontal plane is preferably between fifteen percent (15%) andthirty percent (30%), and more preferably between fifteen percent (15%)and twenty percent (20%).

The input deck 440 is offset from the active display region (e.g., bythe distance “d”), and this offset influences the viewable range A-B. Inan embodiment, the distance “d” is at least 12 inches. The distance “d”is preferably between 20 inches and 40 inches, and more preferably,between 25 inches and 35 inches.

Input Deck Components

As may be required to present a particular game, a gaming machine 100may comprise various input devices, output devices, input/outputdevices, internal electronic/electromechanical components, and wiring.For example, input devices may be provided to enable a player toinitiate, select, direct, and/or terminate a game on the gaming machine.Non-limiting example of input devices includemechanical/electromechanical buttons, levers, gesture-detecting devices,and various wired and wireless handheld devices (e.g., wand, handcontroller, fishing rod). Some input, output, and input/output devicesmay be grouped together as transactional devices, that is, devices thatfacilitate the exchange of currency and/or credits used in wageringgames. A transactional input device may be configured to receivecurrency, a printed ticket, or a credit card used to establish a creditbalance on the gaming machine. A transactional output device may delivercurrency, a printed ticket, or credits to a credit card or playeraccount card upon cashout from a gaming session. Transactional devicesare reasonably expected to be accessible from, if not actually facing,the player-space defined by the gaming machine.

The input deck of the invention may include the input, output, andinput/output devices described with regard to gaming machine 10, as wellas various other devices. For example, as shown in FIG. 5, an exemplaryinput deck 540 provides an array of devices positioned within easy reachof a player at a player viewing position. While input deck 540 shows oneconfiguration, it is recognized that a wide range of other alternativeinput decks could be used having materially differing appearancesincluding, but not limited to, input decks with similar elements(520-542) arranged in a different configuration, input decks with adifferent selection of elements, and/or input decks having a differentframe shape.

In an embodiment, a secondary display device 520 is provided on theinput deck 540. In some embodiments, a touchscreen 524 may beincorporated in the display device 520 to receive inputs from the playerrelated to various elements of game play at the gaming machine inaddition to displaying images and video. Also, a bill/ticket acceptor528 and a ticket dispenser 522 may be provided on the input deck 540,placed conveniently for comfortable access by the player, A playertracking station 530 may furnish additional devices (e.g., card reader,biometric sensors, key inputs) for accepting/identifying player loyaltyaccount members. Some or all of elements 528, 530, and 522 (some of theabovementioned “transactional devices”) may include bulky mechanical orelectromechanical elements and may be conveniently housed within thepedestal 560. This disposition of transactional devices within thepedestal may contribute to further diminishing to dimensions of theinput deck, enhancing the floating visual presentation of the input deckwhile maintaining these important devices close at hand for the player'sconvenience. Flat surfaces 532 can be used as convenient spots to placedrinks or other player possessions and may also be utilized to mountmechanical buttons such as a SPIN button.

The relative positioning of the input deck (with its display device) andthe active display region provides another benefit for the player. Frommost locations in the player viewing position, a portion of thesecondary display device coincides with the active display region. Inother words, part of the secondary display (e.g., the topmost edge 542,typically) actually obscures the player's view of the coincident part ofthe active display region. In an embodiment, the gaming machine 100exploits this condition by displaying imagery on the secondary displaydevice that complements the images displayed on the active displayregion. For example, by displaying similar imagery on both the secondarydisplay device and the active display region, the two displays may blendinto each other, effectively erasing the division between the two. Thisblurring of the dividing lines may be enhanced by synchronizing thedisplays both temporally and positionally so that images moving acrossone screen may flow seamlessly onto the other screen. Such effects mayfurther heighten the player's sense of being enveloped by the gamemachine environment and engaged in the play of the game.

Additionally, an output device may be an audio speaker or other devicesuitable to emit sounds related to the game. Other peripheral andintegral devices may be a part of, or connected to, the gaming machine,such as player accessible ports (e.g., audio output jack for headphones,video headset jack, USB port), secondary or tertiary display devices,wireless transmitters/receivers, etc. It should be understood thatnumerous other peripheral devices and other elements exist and arereadily utilizable in any number of combinations to create various formsof a gaming machine in accord with the present concepts.

Each of these embodiments and obvious variations thereof is contemplatedas falling within the spirit and scope of the claimed invention, whichis set forth in the following claims. Moreover, the present conceptsexpressly include any and all combinations and subcombinations of thepreceding elements and aspects.

What is claimed is:
 1. A gaming machine comprising: an active displayregion having an upper boundary and a lower boundary, the active displayregion facing a player viewing position; a display housing supportingthe active display region; a pedestal extending upwards and outwardsfrom the display housing below the active display region, wherein thepedestal is spaced apart from the active display region; and an inputdeck supported by the pedestal and imposed between the player viewingposition and the active display region, the input deck spaced apart fromthe active display region and configured to receive inputs from a playerat the player viewing position, the input deck having an edge proximalto the active display region that intersects an imaginary horizontalplane disposed between the upper and lower boundaries of the activedisplay region; wherein, the active display region subtends an angle ofat least fifteen degrees from the horizontal plane to the lowerboundary, measured through a vertex at the intersection of the edge andthe imaginary horizontal plane.
 2. The gaming machine of claim 1,wherein the pedestal extends from a foot of the display housing, thefoot of the display housing configured to contact a ground surface belowthe gaming machine.
 3. The gaming machine of claim 2, wherein thepedestal extends from the foot of the display housing near the groundsurface.
 4. The gaming machine of 1, wherein the pedestal includes adistal end for supporting the input deck and a proximal end coupled tothe display housing, wherein the proximal end is spaced apart from theactive display region.
 5. The gaming machine of claim 4, wherein thepedestal extends diagonally from the proximal end to the distal end. 6.The gaming machine of claim 4, wherein the pedestal extends linearlyfrom the proximal end to the distal end.
 7. The gaming machine of claim1, wherein the edge is offset by a range of 25 inches to 35 inches fromthe active display region measured along the imaginary horizontal plane.8. The gaming machine of claim 1, wherein the angle is between 25degrees and 50 degrees.
 9. The gaming machine of claim 1, wherein atleast fifteen percent of the active display region extends below thehorizontal plane.
 10. The gaming machine of claim 9, wherein betweenfifteen percent and twenty percent of the active display region extendsbelow the horizontal plane.
 11. A method of configuring a gaming machinefor play of a wagering game, the method comprising: providing an activedisplay region with an upper boundary and a lower boundary, the activedisplay region indicating a range of player viewing positions facing theactive display region; providing a display housing supporting the activedisplay region; providing a pedestal extending upwards and outwards fromthe display housing below the active display region, wherein thepedestal is spaced apart from the active display region; providing aninput deck supported by the pedestal and imposed between the playerviewing position and the active display region, the input deck spacedapart from the active display region and configured to receive inputsfrom a player at the player viewing position, the input deck having anedge proximal to the active display region that intersects an imaginaryhorizontal plane disposed between the upper and lower boundaries of theactive display region, wherein at least fifteen percent of the activedisplay region extends below the horizontal plane; presenting visualcontent on the active display region; and receiving inputs at the inputdeck from a player within the range of player viewing positions, theinputs being associated with the visual content presented on the activedisplay region.
 12. The method of claim 11, wherein the pedestal extendsfrom a foot of the display housing, the foot of the display housingconfigured to contact a ground surface.
 13. The method of claim 12,wherein the pedestal extends from the foot of the display housing nearthe ground surface.
 14. The method of claim 11, wherein the pedestalincludes a distal end for supporting the input deck and a proximal endcoupled to the display housing, wherein the proximal end is spaced apartfrom the active display region.
 15. The method of claim 14, wherein thepedestal extends diagonally from the proximal end to the distal end. 16.The method of claim 14, wherein the pedestal extends linearly from theproximal end to the distal end.
 17. The method of claim 11, wherein theedge is offset by a range of 25 inches to 35 inches from the activedisplay region measured along the imaginary horizontal plane.
 18. Themethod of claim 11, wherein between fifteen percent and twenty percentof the active display region extends below the horizontal plane.
 19. Themethod of claim 11; wherein the active display region subtends an angleof at least fifteen degrees from the horizontal plane to the lowerboundary, measured through a vertex at the intersection of the edge andthe imaginary horizontal plane.
 20. The method of claim 19, wherein theangle is between 25 degrees and 50 degrees.